Skyrim to more like morrowind or oblivion?

Post » Fri Aug 13, 2010 3:23 am

Recently bought morrowind for the xbox. It has no gamma options. I had to make a lot of adjustments on my tv (flat LCD) just to see at night or indoors. Caves were miserable even with a torch. And combat wad awful. With a 50 in long blades and with the appropriate blade I would still hack and miss almost constantly. Line up the cursor, strike, miss. Miserable. I had to quit. I couldn't continue. I bet it's a lot of fun, but the fact that I couldn't see anything half the time was killing me.


That's odd... I'm 100% sure there was gamma adjustment on the PC. Why would it be absent for the Xbox version?
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renee Duhamel
 
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Post » Fri Aug 13, 2010 6:40 am

One question though:
Why do people gripe about there being fast travel in Oblivion? It isn't like you have to use it, no one is forcing you.

I think for a lot of people (myself included) is it's poor implementation into the gameworld and what has been lost as a result of it.

First off it's literally a teleport button taking you to almost anywhere immediately and at no cost. Which makes it seem a bit cheap and simple to use. There's no attempt to give the appearance that travelling is taking place it's just a load screen then *pop* you're there. Sure it's nice to have when you can't be bothered but there's no thought required and no cost which is a loss to the game.

What has been lost is mark and recall spells etc. and most importantly fixed transport points like stiltriders, small boats. With their occlusion the world lost some of its flavour and integrity. Travelling from A to B used to be its own mini-game of sorts and required thought planning and the depletion of resources. I don't want to claim immersion but it did pull you more into the game world. I imagine very few people walked everywhere in MW (they sure as hell didn't in Daggerfall) but now what you're saying is "use fast travel or walk/ride". I bemoan the lack of the third option.

The other problem is quests. When a quest is designed the variables of how someone gets to the quest location and back should be considered. If the designer knows that the person can click button and be there, then click button and be back... Well i think that's going to lead to lazier quest design as fetch quests become less tiresome so why not stick a few in and not worry about making it seem really important to do it because hey it's easy.
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Dan Scott
 
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Post » Fri Aug 13, 2010 1:41 am

History of fast travel in TES
(or guess who has been replaying the whole series)

Arena is set in the whole of Tameriel, and works like this
Towns have shops and temples and so on. When you leave through the city gates there is wildness. This wildness has dungeons which levels are randomly generated, you can not walk from one town to the next at all. You have to bring up the fast travel map, select the province and then select the town, there a lot of cities, towns and villages. Main quest and artifact related dungeons are added to the fast travel map

Daggerfall is similar except you can walk between towns but the wilderness is huge without anything of interest so walking for real time hours to get to a destination is boring, again Daggerfall was massive, daggerfall allowed cautious and reckless travel and allowed you to go overland or by sea, all these methods had in game ramifications


Morrowind was much more scaled down, the fast travel system was implemented in the forms of three kinds of networks, Mage guild teleportation, Silt Striders and boats and was limited to the towns. Morrowind was a game of exploration the world was set up for it, being lost was fun as you could come across any manner of caves or ruins, any of which could contain easy enemies and meh loot or hardcoe nasties and great loot. It was a muched loved system.

Oblivion was not as big as arena or Daggerfall but returned to there system, but it was not as involved as Daggerfall nor was Oblivion considered to be big enough by some to warrant it. It is argued that although it was bigger than Morrowind it was still of equivalent size, add in a compass that not only pointed to quest objectives but to any thing of interest close by, it destroyed all the sense of exploration Morrowind had. I agree with this, the first two games where massive, arena did have a bit of Morrowind explore the wilderness to see what you could find, but Daggerfall was just too big for this.

The teleport travel system works best in a huge world when it uses random encounters and other things to keep it interesting, I hated the way it worked in Oblivion and I hope they lose the cave, ruins and so on icons off the compass, even if they keep quest markers. TES moved towards exploring the wilderness Oblivion ruined any sense of entering the unknown as everything would be pointed to before you find it

And as Reivermk1 said it removed all the need for the teleportation spells that have exsisted since Daggerfall, Daggerfall had fast travel which took time but it also had timed quest so instant teleport spells had a use. And Morrowind restricted fast travel making the spells just as useful
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Portions
 
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Post » Thu Aug 12, 2010 10:22 pm

I don't see why they can't have voice actors as well as text based conversations. The voice actor could go over the more important points they are trying to make, and you would also get the wondrous detail that morrowind had.

I would like to see more influence from Morrowind but you all need to remember - Oblivion drew from Morrowind, Morrowind from ..... daggerfall? (I started with morrowind so forgive my timeline :P ) The point is, the newest game draws on aspects from ALL previous games to improve it. Skyrim will not be Morrowind 2.0, nor will it be an expansion to Oblivion. It will be its own game. Keep that in mind.
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Trevi
 
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Post » Thu Aug 12, 2010 10:17 pm

Short Attention Span Syndrome. We're lucky we can find people who remember as far back as Morrowind. And that still doesn't save us from the hordes who think (Despite the obvious "TES IV") that Oblivion was the first TES game, and :cringe: the standard by which all TES games should be measured. :D
Really? Who the hell was saying Oblivion was the first tes game?

I'd like Skyrim to be its own game, but if I had to pick any, I'd say be more like TESII Daggerfall.
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Nick Swan
 
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Post » Fri Aug 13, 2010 11:18 am

Skyrim though is the first direct sequel (acording to UESP) so it will be different in that respec but i think it will have alot of oblivion refrences
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Julia Schwalbe
 
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Post » Fri Aug 13, 2010 5:41 am

I don't see why they can't have voice actors as well as text based conversations. The voice actor could go over the more important points they are trying to make, and you would also get the wondrous detail that morrowind had.


I know morrowind came out on console too but reading text on a screen from the other side of the room is not as easy as on a PC. Sadly it'd be a big mark against the game for a sizeable number of customers so I doubt we'll see it.
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Alexis Acevedo
 
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Post » Fri Aug 13, 2010 7:58 am

I know morrowind came out on console too but reading text on a screen from the other side of the room is not as easy as on a PC. Sadly it'd be a big mark against the game for a sizeable number of customers so I doubt we'll see it.


I'm tempted to say that would simply be too bad for console users :/
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Bedford White
 
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Post » Fri Aug 13, 2010 3:03 am

These kind of poll shouldnt exist.
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Susan Elizabeth
 
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Post » Fri Aug 13, 2010 12:51 am

wow, I thought most people would have voted for Skyrim to be it's own game, just like Daggerfall, Morrowind, and Oblivion were their own game.
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Ebou Suso
 
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Post » Fri Aug 13, 2010 2:54 am

wow, I thought most people would have voted for Skyrim to be it's own game, just like Daggerfall, Morrowind, and Oblivion were their own game.


dont worry thats probably that i entred that option abit late :P
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Phillip Hamilton
 
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Post » Fri Aug 13, 2010 2:27 am

wow, I thought most people would have voted for Skyrim to be it's own game, just like Daggerfall, Morrowind, and Oblivion were their own game.

I'm pretty everybody wants Skyrim to be its own game, but the majority chose to actually answer the question posed in the poll
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Lizs
 
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Post » Fri Aug 13, 2010 1:04 am

It sems that it's actually going to be more like Fallout 3.
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MatthewJontully
 
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Post » Fri Aug 13, 2010 8:38 am

definitely more like morrowind please. In morrowind it felt like an adventure and you found yourself in places where you actually wondered what the back story was such as the ruins with ancient machines. Also you felt scared when your character was lower leveled which made exploring an amazing feeling. Also the better armors and weapons where much harder to find/get to to. In oblivion every none city location was the same "fort", cave or elven ruin looking the same and having nothing special about it. Morrowind felt like discovering a whole new world, Oblivion was just like every other non original mid evil game, it could have been set in England and no one could have told the difference. Morrowind had giant floating jellyfish, cant really beat that, like seriously lol :turtle:
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Zualett
 
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Post » Fri Aug 13, 2010 10:04 am

That's odd... I'm 100% sure there was gamma adjustment on the PC. Why would it be absent for the Xbox version?



the console version of morrowind was horrible. the load times were obnoxious and you know how crappy console UIs look on a PC.........well the reverse is true as well. the menus were to cluttered for use with a controller.
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MR.BIGG
 
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Post » Thu Aug 12, 2010 10:33 pm

i would pay 60 dollars just to have a modern up to date visual update of morrowind, plus a new storyline.... hell i would settle for oblivion engine layed over morrowind and pay up for that alone! but give me my depth!!!! they kill skills and we fall back, they kill mysticism and we retreat! the line must be drawn here! NO FURTHER!!! lol jk, but seriously if any modders out there are considering replacing all the old skills i would offer my services on the spot.
and seriously and bethesda employees who are probably reading this, trying to a appeal to a broad audience is fine, it's great even financially for you in the short run, but if the game svcks it's going to be disasterous for you in the long run as those casual players will drop it. it's us hardcoe who will go read the books and the expansions and support it with mods. but not if it's as dull long term as you made oblivion. bring back normal enchanting and stop simplifying!
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Chad Holloway
 
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Post » Fri Aug 13, 2010 9:00 am

i would pay 60 dollars just to have a modern up to date visual update of morrowind, plus a new storyline.... hell i would settle for oblivion engine layed over morrowind and pay up for that alone! but give me my depth!!!! they kill skills and we fall back, they kill mysticism and we retreat! the line must be drawn here! NO FURTHER!!! lol jk, but seriously if any modders out there are considering replacing all the old skills i would offer my services on the spot.
and seriously and bethesda employees who are probably reading this, trying to a appeal to a broad audience is fine, it's great even financially for you in the short run, but if the game svcks it's going to be disasterous for you in the long run as those casual players will drop it. it's us hardcoe who will go read the books and the expansions and support it with mods. but not if it's as dull long term as you made oblivion. bring back normal enchanting and stop simplifying!


the skill system may be simplified, but the overall game has more depth and unique chars now compared to Oblivion. (50 lvls with a perks system, body customization, defined races, more complex combat, etc.)
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noa zarfati
 
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Post » Fri Aug 13, 2010 1:19 am

the skill system may be simplified, but the overall game has more depth and unique chars now compared to Oblivion. (50 lvls with a perks system, body customization, defined races, more complex combat, etc.)

i would argue that that is more complexity less depth. which is a subtle though important distinction. the body customizations are just natural and expected, as is the duel wielding, races etc. etc., the basis of the game though is it's underlying principles. the skills and attributes. having the perks is actually more complicated in my opinion than having all the old skills and attributes level up. but the fact that the skills and attributes were so fundamental is what gave them their depth. i feel bethesda is trying to make it overly simplified by removing them from oblivion but i will reserve my judgment for the most part until i actually play skyrim on how those changes work out. though i think most people can understand my concern from what they did to oblivion. also killing mysticism though is just low. He's called galerion the mystic not galerion the alterationist for finagle's sake.
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Steven Nicholson
 
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Post » Fri Aug 13, 2010 10:25 am

so it's more complex ...but this makes it simplified. brain am hurting.


I like rpgs, and I realize char uniqueness/customization (RPG depth) went up a considerable amount if they really plan on giving a perk every level for 50 levels.
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Ludivine Poussineau
 
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Post » Thu Aug 12, 2010 8:10 pm

the skill system may be simplified, but the overall game has more depth and unique chars now compared to Oblivion. (50 lvls with a perks system, body customization, defined races, more complex combat, etc.)

50 lvl against no limit.
Perks are ok but it sound to me that after Fallout players were forced to play Oblivion with guns now I have to play Fallout with swords.
Defined races. They already exists in the previous games.
Body costumization. :confused: . Definately more complex game.
More complex combat.It will be the same like Oblivion. Even there I used to take strategic positions.
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Elina
 
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Post » Fri Aug 13, 2010 10:08 am

It will depend on what these "perks" are exactly. We don't want Fallout perks. This also makes me wonder about the magic schools. What will the perks be? Will they govern what spells you can cast, possibly new spells etc. God forbid the perks are actually the spells.
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Paula Rose
 
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Post » Fri Aug 13, 2010 12:12 pm

It will depend on what these "perks" are exactly. We don't want Fallout perks. This also makes me wonder about the magic schools. What will the perks be? Will they govern what spells you can cast, possibly new spells etc. God forbid the perks are actually the spells.


oblivioin already had fallout like perks. they were just guaranteed and automatic whenever you hit levels of proficiency in a field.

vanilla oblivion and morrowind levelling was just crappy. if you had any kind of OCD about numbers like i do then you were forced to practice only skills that were beneficial to the particular attribute you wanted in order to get that stupid 5x multiplier. once i started using mods like GCD which took levelling completely out of my control and made it automatic in the background i never looked back. my only concern is that having perks at every level up might be a bit much.....reduce it to one per every two levels.
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Kit Marsden
 
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Post » Fri Aug 13, 2010 3:59 am

-shoots OP-

don't start morrowind vs. oblivion threads!!
they just make you look like a stupid really devoted fan no matter what side you're on.
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Natalie J Webster
 
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Post » Fri Aug 13, 2010 11:59 am

-shoots OP-

don't start morrowind vs. oblivion threads!!
they just make you look like a stupid really devoted fan no matter what side you're on.


i am a devoted fan as i say through out this thread, and the reason for this thread was for me to see if people want skyrim to be more like morrowind or oblivion because there are still very different games
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krystal sowten
 
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